#include "GameplayStatics.h" #include "reboot.h" TArray UGameplayStatics::GetAllActorsOfClass(const UObject* WorldContextObject, UClass* ActorClass) { static auto fn = FindObject(L"/Script/Engine.GameplayStatics.GetAllActorsOfClass"); struct { const UObject* WorldContextObject; UClass* ActorClass; TArray OutActors; } UGameplayStatics_GetAllActorsOfClass_Params{ WorldContextObject, ActorClass }; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(fn, &UGameplayStatics_GetAllActorsOfClass_Params); return UGameplayStatics_GetAllActorsOfClass_Params.OutActors; } float UGameplayStatics::GetTimeSeconds(UObject* WorldContextObject) { static auto fn = FindObject(L"/Script/Engine.GameplayStatics.GetTimeSeconds"); struct { UObject* WorldContextObject; float TimeSeconds; } GetTimeSecondsParams{WorldContextObject}; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(fn, &GetTimeSecondsParams); return GetTimeSecondsParams.TimeSeconds; } UObject* UGameplayStatics::SpawnObject(UClass* ObjectClass, UObject* Outer) { static auto fn = FindObject("/Script/Engine.GameplayStatics.SpawnObject"); struct { UClass* ObjectClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) UObject* Outer; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) UObject* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) } UGameplayStatics_SpawnObject_Params{ObjectClass, Outer}; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(fn, &UGameplayStatics_SpawnObject_Params); return UGameplayStatics_SpawnObject_Params.ReturnValue; } /* void UGameplayStatics::OpenLevel(UObject* WorldContextObject, FName LevelName, bool bAbsolute, const FString& Options) { static auto fn = FindObject("/Script/Engine.GameplayStatics.OpenLevel"); struct { UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bAbsolute; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) FString Options; // (Parm, ZeroConstructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) } UGameplayStatics_OpenLevel_Params{WorldContextObject, LevelName, bAbsolute, Options}; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(fn, &UGameplayStatics_OpenLevel_Params); } */ void UGameplayStatics::RemovePlayer(APlayerController* Player, bool bDestroyPawn) { static auto fn = FindObject("/Script/Engine.GameplayStatics.RemovePlayer"); struct { APlayerController* Player; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bDestroyPawn; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) } UGameplayStatics_RemovePlayer_Params{Player, bDestroyPawn}; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(fn, &UGameplayStatics_RemovePlayer_Params); } AActor* UGameplayStatics::BeginDeferredActorSpawnFromClass(const UObject* WorldContextObject, UClass* ActorClass, const FTransform& SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor* Owner) { static auto fn = FindObject(L"/Script/Engine.GameplayStatics.BeginDeferredActorSpawnFromClass"); struct { const UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) UClass* ActorClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic) FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) ESpawnActorCollisionHandlingMethod CollisionHandlingOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) AActor* Owner; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) } UGameplayStatics_BeginDeferredActorSpawnFromClass_Params{ WorldContextObject, ActorClass, SpawnTransform, CollisionHandlingOverride, Owner }; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(fn, &UGameplayStatics_BeginDeferredActorSpawnFromClass_Params); return UGameplayStatics_BeginDeferredActorSpawnFromClass_Params.ReturnValue; } AActor* UGameplayStatics::FinishSpawningActor(AActor* Actor, const FTransform& SpawnTransform) { static auto FinishSpawningActorFn = FindObject(L"/Script/Engine.GameplayStatics.FinishSpawningActor"); struct { AActor* Actor; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) } UGameplayStatics_FinishSpawningActor_Params{ Actor, SpawnTransform }; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(FinishSpawningActorFn, &UGameplayStatics_FinishSpawningActor_Params); return UGameplayStatics_FinishSpawningActor_Params.ReturnValue; } void UGameplayStatics::LoadStreamLevel(UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo) { static auto LoadStreamLevelFn = FindObject(L"/Script/Engine.GameplayStatics.LoadStreamLevel"); struct { UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bMakeVisibleAfterLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bShouldBlockOnLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic) } UGameplayStatics_LoadStreamLevel_Params{WorldContextObject, LevelName, bMakeVisibleAfterLoad, bShouldBlockOnLoad, LatentInfo}; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(LoadStreamLevelFn, &UGameplayStatics_LoadStreamLevel_Params); } void UGameplayStatics::UnloadStreamLevel(UObject* WorldContextObject, FName LevelName, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload) { static auto UnloadStreamLevelFn = FindObject(L"/Script/Engine.GameplayStatics.UnloadStreamLevel"); struct { UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic) bool bShouldBlockOnUnload; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) } UGameplayStatics_UnloadStreamLevel_Params{WorldContextObject, LevelName, LatentInfo, bShouldBlockOnUnload}; static auto defaultObj = StaticClass(); defaultObj->ProcessEvent(UnloadStreamLevelFn, &UGameplayStatics_UnloadStreamLevel_Params); } UClass* UGameplayStatics::StaticClass() { static auto Class = FindObject(L"/Script/Engine.GameplayStatics"); return Class; }